Possible to do an UW Full Clear with 2 People + Heros???
jetlaw
My background: I am a guild leader who has played since the initial release, done every mission in the game, hundreds of UW farming runs and plenty of UW clears before the UW nerf (including 2 man + hero full clears). My only reason for mentioning this is to verify that I am not a clueless noob who doesn't know the UW or have clue what they are doing.
That said, I have made multiple attempts at doing full clears since the nerf and failed miserably. The ONLY quest I have had any difficulty with has been the new Ice King quest. Tried with various groups, and bit it hard. Tried with 2 people + heros and did fine until the Ice King quest, and then bit it as soon as the 2nd group spawned.
Since I always seem to get in bad PUGs, my question is: Is there is a way to do an UW FC with 2 people + heros? I have tried various builds that dominate in other areas of the game, and they have not worked at all for this quest. I have even tried running a team with heros with MASSIVE amounts of interrupts, and also failed. So, I am now seeking some thoughts from you 1337 pros out there, to see if there is something out there which might do the trick.
Any thoughts/suggestions would be appreciated!!!
That said, I have made multiple attempts at doing full clears since the nerf and failed miserably. The ONLY quest I have had any difficulty with has been the new Ice King quest. Tried with various groups, and bit it hard. Tried with 2 people + heros and did fine until the Ice King quest, and then bit it as soon as the 2nd group spawned.
Since I always seem to get in bad PUGs, my question is: Is there is a way to do an UW FC with 2 people + heros? I have tried various builds that dominate in other areas of the game, and they have not worked at all for this quest. I have even tried running a team with heros with MASSIVE amounts of interrupts, and also failed. So, I am now seeking some thoughts from you 1337 pros out there, to see if there is something out there which might do the trick.
Any thoughts/suggestions would be appreciated!!!
Braxton619
It's possible with this setup:
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x1 SY Spammer, x1 HB Warrior
x2 ER Heals/Prots
x1 MoP SS Nuker
x1 FoC Necro
x1 Nuker, x1 Spirit Spammer (or 2 spirit spammers if different spirits)
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x1 SY Spammer, x1 HB Warrior
x2 ER Heals/Prots
x1 MoP SS Nuker
x1 FoC Necro
x1 Nuker, x1 Spirit Spammer (or 2 spirit spammers if different spirits)
Agar
You cleared UW with that setup? Dhumm too?
Zodiac Meteor
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Originally Posted by Agar
Meta works with well coordinated people, not AI heroes.
For one, ER heroes can't heal at pits as they will be constantly drained. Heroes will blinding wonder into the casting range of a chained soul, not good when 6 dryders pop up. Unless you have heroes that auto target the spawning chained souls (Which they don't attack chained souls unless they attack) players and heroes ER's will have huge trouble.
Secondly, you need a person to hold 1 side of the plains quest. Either a spirit spam or perma which heroes can't solo, if you don't have those your backline healers will be eaten alive with meteor shower and anti-cast spells.
ER heroes use ER when low on energy or you micro them, either way it is a lose, lose. A Mark of pain caller requires a person, so does SY!
It is POSSIBLE with 3 people and the rest heroes and that includes Dhuum, but this is done in NM.
You need 2 ER players, 1 perma. 2 ER's has the heroes with communing spirits and channeling spirits. Last spots are 3 A/R Barrage heroes. The perma runs and pops the Reapers for fast teleporting while the other 2 ER's go out to complete the quests.
Send the channeling hero, perma and 1-2 A/R to their deaths to put Dhuum to rest.
Here a tip while doing the quests with the builds, kill fast. The A/R barrage is great because melee AI is horrible. Plus with Unwelcomed guests you can attack from afar no problem as the heroes will completely ignore the invicible spawns. The Skeletons in wastes should die very fast and probably won't notice them spawn. The mountain quest is super easy as the high can make barrage fly a long way. Pools is a simple pull and kill. The perma can easily handle 1 side while your team handles the other. Pits is also good because there is a nice safe spot where the spawns pop and chained souls can't touch you. Other than that, the remaining quests are hardly quests at all because they are very easy.
It takes ~1h and 20m with 2 consets and 1 back up. That includes 2 summoning stones. Worth it? No, NM = really small drops.
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Wow, I don't think I have seen a message from someone before which has expressed strong disagreement, while at the same time being extremely polite. It is refreshing to see someone state their peace without having to resort to personal attacks.
MASSIVE amounts of interrupts
That's your problem, Interrupts =/= PvE. Monsters hit hard and they heal badly, most amount of interrupt you would need is Broad Head Arrow for foes high powered spell spike damage. Great Dwarf Weapon is great because not only it increases damage, spammable on allies, but it randomly knocklock foes regardless if you have 0 Delver Rank. If you get great dwarf weapon on 3 people that means 1 foe will garrentee never move or doing anything while being attacked. HellScreamS
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Originally Posted by Zodiac Meteor
No, NM = really small drops.
Ectos have the same drop rate in Normal Mode and Hard Mode.
Rekliss
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Originally Posted by HellScreamS
Ectos have the same drop rate in Normal Mode and Hard Mode.
now u let the cat out of the bag XD
Zodiac Meteor
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Originally Posted by HellScreamS
Ectos have the same drop rate in Normal Mode and Hard Mode.
But the chest drop isn't worth it.
jetlaw
Thanks for the comments folks.
Based on the comments here and the other posts on UW Full Clears that I have seen, it appears that there are 2 constants with most of the balanced team builds: (1) A SY! Para to lower the damage done to the party (per wiki this results in a 82.3% reduction of the damage dealt to the team), and (2) GDW to help add some KDs to keep the level of aggro manageable. I have some ideas as to how it might be possible to do this with 2 + heros , but I'll have to do some testing to find out if it is really feasible. Of course, if anyone succeeds with a 2+H team in the interim, please post the team build you used to make it through. Thanks again. Kirzath
I have cleared the UW (in normal mode) with 2 players and 6 heroes.
Player 1: SY! Paragon Player 2: BHA Ranger Heroes: P/any Motivation Paragon P/any Command Paragon D/N Orders Dervish N/Rt Corrupt Enchantment Necro w/ Barbs and MoP Mo/E WoH Hybrid monk Mo/E Prot Monk This was however accomplished before the Dhuum update, but I don't think he'd be much of a problem against the sheer DPS the team build can put out. Anduin
I too, am interested in doing this, with no permas. Is it possible? (2 players and henchmen).
I wonder how hard it will be once the SF nerf takes place. I just want to beat it on all of my characters to finish that Halloween quest once and for all. dr love
i haven't done it, but my recommendations would be:
1. play on NM 2. both players come as e/mo ether renewal protters + infusers 3. some sort of mish mash of damage heroes the hardest part will be 4H and wastes quest. but i think its doable. Anduin
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Originally Posted by dr love
i haven't done it, but my recommendations would be:
1. play on NM 2. both players come as e/mo ether renewal protters + infusers 3. some sort of mish mash of damage heroes the hardest part will be 4H and wastes quest. but i think its doable. I have to do it with 8 different classes, so the "e/mo" thing is out the window. mage767
Attempted 3-man 5 heroes after Dhuum update in NM.
Failed at the last quest...Unwelcome guests while killing the last dryad. We were tired after the 2 hr ordeal and screwed up. We did kill it but got wiped simulatenously, lmao. So, it was 10/10 and I got the option to return to ToA. At 4H, don't split, and at Wastes make sure no skeleton can run to King. Even one is enough to kill King while the snowmen do nothing but watch. I was imba, and friend was spirit spammer. The other dude was a ursan I think. acastillo666
for all this trouble at henching uw u should just do FoW it is still as easy and u can probaly get faster times, if u want u can even do it in HM with cons me and my freind would do it all the time.its great FUN, most ppl now only go cause they want to finish very fast. but u seem like a leader who just want to have fun with his guildies and make a bit of cash doing it.
jetlaw
The assessment by acastillo is pretty accurate. I've done FoW numerous times, NM, HM, with people and Heros. I've even done FoW with fun theme groups - such as an all monk team. Since I'm not a big farmer, I mostly look at adventures that are fun or unique. Although I still do FoW on occasion, my real goal is to finally complete the darned Holloween UW quest. I have completed the UW numerous times B.D. (Before Dhuum), but have never been able to complete it A.D. (After Dhuum). Since I have completed EVERY other mission, dungeon and elite area in both NM and HM, it is now a matter of principle for me to get this done.
As with Anduin, I have numerous characters looking to complete this, so my hope is to find a way to do it with multiple professions (although at this point even being able to do it with one prof would be a welcome respite). Frankly, I haven't had time to try it in the past month and am eager to try focusing more on GDW + SY! to help keep the aggro during the Ice King at a manageable level. Adding in MoP should help a great deal as well. I will hopefully be set aside some time to be able to get this sometime soon. On another note, with a rumored nerf of SF, I am curious as to whether ANet will change the way that the UW is set up. Permas allegedly provided the impetus for ANet to add the skeletons to the UW. If permas are taken out of the equation, one would hope that the skeletons (at a minimum the skeletons that spawn during quests) will be either deleted or reconfigured (e.g. - not having their damage ignore all forms of defense). Absent such changes, my guess is that the UW teams will become even more scarce, and the UW will become yet another area of the game that people choose not to venture to. Thanks again for the comments. And of course, if anyone discovers a good hero based build for this which works effectively, please post it. Anduin
I also am wondering how UW is going to work without SF, for as much as I know it is basically required now to beat the stupid place.
Also, Amatz Basin is pretty much impossible without it. I hope these places (and all others like them that need cheese in order to be passable) get balanced after they remove one of the only methods of beating them. Anduin
So... can it be done? Or does this require an all/mostly human party?
WarcryOfTruth
Yes, it can be done. No gimmick of any kind is required to beat it, nor with Amatz Basin.
Anduin
Quote:
Originally Posted by WarcryOfTruth
Yes, it can be done. No gimmick of any kind is required to beat it, nor with Amatz Basin.
What party build would you suggest? I have 8 different classes (everything but ranger and monk) who need to do the festival quest. My friend whom I will be playing with only plays warrior for the time being (the rest of his characters aren't level 20).
jetlaw
While I have seen some balanced teams with 8 humans make it through following the modifications to the UW (adding the skeletons, Dhuum, modifying the quests, etc.) I have yet to see verification of any team conquering Dhuum with only 2 people plus heros. Of course, if someone has actually been able to take out Dhuum with 2 + heros, feel free to post some screens and let us know what builds you have used to make this work.
As has been the case since the Dhuum modifications were made to the UW, the Ice King remains the quest which seems to break most teams. That said, the nerf to SF now adds a whole new set of variables to the more manageable quests. Unwanted Guests (the Vengeful Aatxe quest) has become more challenging, as have quests like the 4 Horsemen, since it is no longer possible to simply use SF by itself to deflect both spells and melee attacks. In the wake of the SF nerf, it is my belief that the UW is in need of a substantial re-work. WarcryOfTruth
I disagree with you sir, because every time my guild has done the Underworld, we did not use Shadow Form to complete it. We did not speed through it, but to me that is not what the game is about. We complete it in a pretty fair time if you ask me, between 3 and 4 hours and usually do not run into any trouble. Now, because Obsidian Flesh is slowly becoming the new meta for everything, we plan to change it up and use a Defy Pain tank to lead us. We don't think the time will be any slower either. But, the Underworld does NOT need to be fixed at all, it is one of the hardest areas in the game because of whats down there. It is supposed to be hard, as hard as it is now (though personally i miss the Mindflay Spectres ). Basically, your saying that without having someone immune to spells the party will fail. Well sir, let me tell you that once we complete the Underworld Sunday evening with our Defy Pain tank, we will prove you wrong
frostkisses
imo, UW is fine as is.
Even vengefuls arent a problem with a spirit bodyblock while others spike the keeper...but anyway. On topic: Unfortunately, the biggest problem is see you having is healing. Imo, hero's will fail at wastes. I've completed UW with 3 people and 5 heros. People being a necro (ss), a monk (ua), and a ritualist (sos). Dont exactly remember what the heros ran, but really I would suggest you take a look at the recent buff to some of the rit skills. Many rit skills would be beneficial should you make it to Dhuum seeing as hes immune to conditions and hexes last half their normal duration. If your friend is going to be running warrior, I would suggest him bringing rending aura, if for nothing else, the smites. All that being said I REALLY advise you to be some sort of spirit spamming rit..SoS or Sig of Ghostly Might. In normal mode, a rit SHOULD be able to defend one side for 4h with one monk. At least long enough for the main team to finish off their side. jetlaw
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Originally Posted by WarcryOfTruth
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While I appreciate your comments, I believe you may have misconstrued what I was trying to convey. My OP was focused on the question of whether it is possible for a group of 2 people and 6 heros to do a full clear of the UW in this post-Dhuum era. So far, I have not seen anything which convinces me that this is possible.
The reason I asked the question relating to such a team is that I often am limited to playing at odd hours, when not many people are on line - restricting my ability to field an 8 man team. And, on the occasions when I am on during a normal play time, most of the PUGs I have encountered have either (a) been completely unwilling to accept someone on their team who hasn't done a plethora of runs using the meta of the moment, or (b) have been lesser experienced players who are unfamiliar with full clears, and really aren't very familiar with what needs to be done to make it all the way through (e.g. - trying to bring a 55, when they are no longer a viable option for tanking). So, to have more of a chance to be able to complete a full clear post Dhuum, I had sought to find a way to complete this with heros filling in most of the team slots.
As for your comments on SF, I think you misunderstood my view on why changes would be appropriate in light of the SF nerf. The addition of skeletons to the UW was done for the specific purpose of countering super fast speed clears by teams filled with permas. But, with SF now nerfed and no longer immune to the other damage dealers in the UW, it would seem to me that the skeletons no longer serve the purpose for which they were created. So, in my view, it would make sense for ANet to revise the UW accordingly (at the very least removing the skeleton spawns from the quests).
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Even vengefuls arent a problem with a spirit bodyblock while others spike the keeper...but anyway. My focus has really only been on the Ice King and 4 Horsemen. That said, I continue to believe that the UW is not fine as is, and the Unwanted Guests quest is a perfect example of that. In the Unwanted Guests quest you are asked to deal with (a) enemies you can't kill (the vengeful) while (b) countering damage that you can't avoid (the damage dealt by the 3 skeletons that spawn with each keeper). Yes, it is still possible to complete the quest, but even the slightest miscalculation and the team is toast. And the odds of completing this quest are even smaller if you are part of a balanced team.
Unfortunately pugging in gw is close to sticking your hand in a kettle of acid...
And I do understand your odd hours, as I have them as well. It sounds like to me that you need to find an alliance/guild that is active all day long..even if its just one other person to help you...that 3rd person can be tremendous help.
Quote:
Originally Posted by jetlaw
The addition of skeletons to the UW was done for the specific purpose of countering super fast speed clears by teams filled with permas. But, with SF now nerfed and no longer immune to the other damage dealers in the UW, it would seem to me that the skeletons no longer serve the purpose for which they were created. So, in my view, it would make sense for ANet to revise the UW accordingly (at the very least removing the skeleton spawns from the quests).
Not true, while permas were the number one foes, there were still 600's, obby flesh and rits to deal with. Skeletons are really no more than a mosquito by your ear when you get the hang of their patrols as you can often catch them on their own and squash them very quickly. (holy dmg ftw)And I do understand your odd hours, as I have them as well. It sounds like to me that you need to find an alliance/guild that is active all day long..even if its just one other person to help you...that 3rd person can be tremendous help.
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Yes, this is 100% possible. Go Dervish/Elementalist. While the skeleton damage will not be reduced by any means, turning the Dryder damage to zero, via Stoneflesh Aura, Armor of Earth, Armor of Sanctity, and I Am Unstoppable and/or Aura of Stability to prevent knockdowns. However I would perhaps use both, because I Am Unstoppable can bypass the armor boost cap of +24 armor by multiple skills. Combined with Armor of Earth, you'll have close to +90 armor, along with damage reduction of 33 (Stoneflesh Aura) + 15 (Armor of Sanctity IF enemies have conditions) + 5 (If using an Armor of Salvation). So with a damage reduction of 53, AFTER having over 190 armor (+90 from Skills, Derv might/should have +20 from Windwalker Insignias, and your 70 base, along with +10 from the Armor of Salvation), if you take any damage other then from Skeletons I will be impressed.
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Originally Posted by jetlaw
As for the second option, the healing itself is pretty straightforward. However, getting the healer in range to heal, while not getting in the line of fire themselves, is more tricky that it looks. Every time I have seen this done either the tank has been out of range, or the enemy mob breaks off of the tank and targets the healer, resulting in a wipe. While it is possible to use Heal Party and/or LoD to heal the tank at a distance, this has been difficult to maintain, and the level of healing has been insufficient to counter the damage dealt by the skeletons for very long. So, how do you guys see this done? Is there a special place for the healer to stand so they can be close enough to heal the tank(s) wile remaining a safe distance away from the dryder spawns?
Use what was mentioned above , and the Dervish should also have Faithful Intervention, Mystic Regeneration, and if not using Vow of Silence then Vital Boon + Signet of Pious Light. That should be overkill healing, and in fact it might be, but it will work when doing Servants of Grenth. Nothing in that quest will remove enchantments, but in Four Horsemen you need to be careful, because one Power Block ends it all, so instead of either Mystic Regen or Faithful Intervention, your choice, I would maybe put Pious Concentration. Sure, you are not using an elite skill, but you do not need one for this . This should work, and you should have no problemsQuote:
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